Game program and game apparatus

ABSTRACT

Game program has a procedure for determining item price (IVD), for respectively computing price for transfer of a plurality of items to be used in a game every each item, and a procedure for executing the procedure for determining item price when possession state of the item is likely to be changed in the game, and the procedure for determining item price has a procedure for computing price for transfer of the item on the basis of individual data concerning each item and for displaying the computed price. The price for transfer of the item is determined and shown, changed by the individual data concerning each item, so that the player can buy or sell the item with reality similar to economical activities in the actual world.

TECHNICAL FIELD

This invention relates to game program of a role-playing game, a cardgame and the like, and a game machine functioning on the basis of thegame program, wherein price of items, such as cards, arms, and magic tobe used in the game can be changed.

BACKGROUND ART

In such a conventional game program, the items to be used in a virtualworld in the game, such as cards, arms and magic, are transferred bybuying or selling at an item shop set in the virtual world with currencyor points passing in the virtual world, and the price of transfer isalways fixed.

But, the virtual world in such a system is widely different from theactual world where prices are always changed. Owing to this reason, thereality of the game is spoiled and the fun of the game is decreased.

Then, developments of game program and a game machine wherein the priceof the item is also fluctuated in the game, thereby increasing realityand fun of the game, are still awaited.

DISCLOSURE OF INVENTION

The invention is game program for changing representation on a displayon the basis of predetermined program, through which a player canexecute a game; comprising:

-   -   the game program having program for determining item price, for        respectively computing prices for transfer (such as sale price        at a shop set in a game) of a plurality of items to be used in        the game every each item, and procedure for executing the        program for determining item price when executing a step where        possession state of the item to be used in the game is likely to        be changed (such as an action of transfer of a card, an action        of acceptance of a card, and an action of a battle between        players) in the game program,    -   the program for determining item price having a procedure for        computing price for transfer of the item on the basis of        individual data concerning each item (such as, data concerning        name NAM of each card, individual parameter data IPD        representing individual characteristic, such as strength or        value of each card, and data concerning number of the cards        (items) in a game and distribution of their possession state, as        shown in FIG. 3) and for displaying the price computed on the        display;

the game program further having procedure for rewriting individual data,for rewriting and changing the individual data when changing thepossession state of the item.

According to this aspect of the invention, the program for determiningitem price determines the price for transfer of the item, being changedby the individual data set for each item (such as, data concerning nameof each card, individual parameter data representing individualcharacteristic, such as strength or value of each card, and dataconcerning number of the cards (items) in a game and distribution oftheir possession state, as shown in FIG. 3) so as to show to the player,so that the player can buy or sell the item with reality similar to theeconomical activities in the actual world, thereby increasing thereality and the fun of the game.

Besides, in an another aspect of the invention, the individual datainclude data concerning number of each item and distribution of itspossession state (such as player possession data representing the numberof the cards owned by a player, another player possession datarepresenting the number of the cards owned by an another playerexcluding the player, a virtual player behaving by the CPU 11 as aplayer on the basis of the game program CGP, for instance, andtransferable number data representing the number of the cards set by thegame program as a stock at a shop where transfer action is executed)

According to this aspect of the invention, the price for transfer of theitem is changed according to the data concerning the number of each itemand distribution of its possession state, so that the relation betweendemand and supply influences the price so as to be determined, therebyincreasing the reality of the game.

Besides, in an another aspect of the invention, the individual datainclude individual parameter data (such as name of each card, andstrength or value of each card) for representing individualcharacteristic of each item.

According to this aspect of the invention, the individual parameter dataof each item can change the price for transfer of the item, so that theprice can be set, making the best use of the characteristic of eachitem.

Besides, in an another aspect of the invention, the change of possessionstate of the item includes change by a procedure for registering an itemnewly produced by the game program on the basis of data inputted by theplayer through input means as player's possession (such as cardproducing program in the game program).

According to this aspect of the invention, the price for transfer of theitem can be changed even if the game machine accepts the item which theplayer bought at an outside shop so that the number of the items in thegame can be changed. Then, the game can be made more attractive.

Besides, in an another aspect of the invention, the change of possessionstate of the item include change made by a procedure for moving item onthe basis of the game program, which occurs between the player and anopponent player as a battle result between both players.

According to this aspect of the invention, the change of the possessionstate of the item in the game by moving the item between the player andthe other player can also influence the price for transfer of the item,so that the game can be made more attractive.

Besides, in an another aspect of the invention, the change of possessionstate of the item include change made by a procedure for exchanging itemon the basis of the game program, which occurs between the player and anopponent player as a result of exchanging item between both players.

According to this aspect of the invention, the change of the possessionstate of the item in the game by exchange of the item between the playerand the other player can also influence the price for transfer of theitem, so that the game can be made more attractive.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is an external view of a portable game machine to which thepresent invention is applied;

FIG. 2 is a control block diagram of the game machine of FIG. 1; and

FIG. 3 is a view showing a method of determination of item price.

BEST MODE FOR CARRYING OUT THE INVENTION

An embodiment of the present invention will now be explainedhereinafter, referring to appended drawings.

FIG. 1 shows a portable game machine as a game machine comprising a gamesystem. A portable game machine 1 has a main body 2, a liquid crystaldisplay 3 as a display unit, attached to the main body 2 and an inputdevice 4. The input device 4 has a direction indicator switch 5 and aplurality of push button switches 6 a, 6 b. The direction indicatorswitch 5 has a cross type of operation member 5 a, for instance, andoutputs a signal corresponding to an operation in up and down directionsand in right and left directions of the operation member 5 a (theoperation of pushing down the end portion of the upper portion, thelower portion, the right portion or the left portion of the operationmember).

A structure of such input device 4 is well-known, so varioustransformations are possible. For instance, four push buttons may berespectively located in upper and lower hands and in right and lefthands, in place of the operation member 5 a. The number of the pushbutton switches 6 a, 6 b and their location may be changed in variousforms. In the explanation described hereinafter, the push button switch6 a is referred to as A button, and the push button switch 6 b isreferred to as B button. But, both push button switches are expressed asa push button switch 6 when it is not necessary to differentiate bothfrom each other. In addition, the game machine 1 is provided with apower switch, an operation member for adjusting sound volume and thelike, but these are omitted.

FIG. 2 shows a structure of a control unit 10 provided at the gamemachine 1. The control unit 10 is a computer making use of amicroprocessor, main body of which is a CPU 11. A ROM 12 (read onlymemory) and a RAM 13 (random access memory) as main memories, an imageprocessing circuit 14 and a sound processing circuit 15 are respectivelyconnected with the CPU 11 through a bus 16. A program necessary forbasic control of the game machine 1 (for instance, booting processing)is stored in the ROM 12. A work area with respect to the CPU 11 issecured in the RAM 13. The image processing circuit 14 controls theliquid crystal display 3 according to a picturing instruction from theCPU 11 so as to display a predetermined image on its picture. The soundprocessing circuit 15 produces an analog voice signal according to apronouncing instruction from the CPU 11 so as to output to a speaker 7.

The respective switches 5, 6 of the input device 4 are connected withthe CPU 11 through the bus 16, and the CPU 11 can thereby judge thestate of operation of the respective switches 5, 6. Besides, an externalmemory 17, which is an object different from the control unit 10, isconnected with the bus 16. The external memory 17 is comprised of acartridge detachably attaching to the main body 2, for instance, and aROM 18 as memory medium and a RAM 19 (readable and writable storageelement) as a reloadable user memory are provided therein. Programs,such as a game program, and various data necessary for executing theseprograms are registered in the ROM 18 in advance. The reloadable ROM,such as a flash memory, is used as the memory 19, and save data of agame, for instance, are stored in the memory according to necessity.Various storage mediums, such as a magnetic storage medium, an opticalstorage medium and a photoelectric magnetic storage medium, may be usedas the storage medium of the external memory 17, in addition to asemiconductor storage element. An interface circuit intervenes betweenthe bus 16 and each element, if necessary, but this is not shown.Various kinds of the control units 10 may be used without limiting tothe above-mentioned structure.

A communication control circuit 20 is connected with the CPU 11 throughthe bus 16 in order to connect the game machine 1 with a predeterminedcommunication line, an another game machine or the like. A communicationconnector 22 is connected with the communication control circuit 20through a communication interface 21. As the communication controlcircuit 20, one functioning as a modem or a network interface bycombining a DSP (digital signal processor) and software with each other,for instance, may be utilized. The communication connector 22 and/or theinterface 21 may be provided as a peripheral equipment to be connectedwith the game machine 1 outside.

The program stored in the ROM 18 of the external memory 17 is loaded tothe RAM 13 so as to execute this program by the CPU 11 in the gamemachine 1 having the above-mentioned structure, and people can playvarious kinds of games on the scope of the display 3, thereby. Besides,the game machine 1 is connected with a predetermined network,controlling the communication control circuit 20, thereby messages canbe exchanged and a pitched battle type of game can be enjoyed betweenthis game machine 1 and an another game machine.

When a predetermined initializing operation (power-on operation, forinstance) is executed in the game machine 1, the CPU 11 firstly executespredetermined initializing processing according to the program of theROM 12. When initializing is finished, the CPU 11 starts to read gameprogram CGP stored in the RAM 18 of the external memory 17, and startsgame processing according to the program. When a player operates theinput device 4 so as to execute a predetermined game start operation,the CPU 11 starts various kinds of control necessary for the executionof the game according to the procedures of the game program CGP.

In a game developed on the basis of the game program CGP, various items,such as cards, arms, accessories, magic, are sometimes transferred bybuying or selling in a virtual game world which is structured with thegame program CGP. When the possession state of the item is likely to bechanged in the game with execution of a step of such item transfer inthe game program CGP, a picture showing transfer of an item is displayedon the display 3 on the basis of the game program CGP. This picture isconcretely an image showing an item shop or some kind of event, andvarious kinds of situations can be set therein. The CPU 11 reads out anitem price determination program IVD which is stored in the game programCGP, and computes and determines the item price when executing the itemtransfer step on the basis of the item price determination program IVD.

In case of an event for transfer of various kinds of cards, such as“Card A”, “Card B”, “Card C”, “Card D” and “Card E” in the game programCGP as shown in FIG. 3, the item price determination program IVDimmediately reads individual data IDC of the card which is a subject fortransfer out of the RAM 19 by a flag or a signal which informs ofexecution of a step for transfer of the item in the game program CGP. Inthe following explanation, cards are transferred as items. The items arenot limited to the cards, but may be ones which are set as subjects fortransfer during the game, such as magic, accessories and arms, asalready mentioned.

As shown in FIG. 3, the individual data IDC of the card include data ofname NAM of the respective cards, individual parameter data IPD forrepresenting individual characteristic, such as strength and value ofeach card, and data concerning number of the cards (the items) in thegame and the distribution of their possession state. That is, totalnumber data HND for representing the total number of cards in the game,player possession data PHD for representing the number of the cardsowned by a player, another player possession data AHD for representingthe number of the cards owned by an another player excluding the player,a virtual player behaving by the CPU 11 as a player on the basis of thegame program CGP, for instance, and transferable number data ACD forrepresenting the number of the cards set by the game program CGP as astock at a shop where transfer action is executed are stored. All or apart of the individual data IDC may be stored in the proper memories 12,13 in the control unit 10, in addition to in the RAM 19.

The individual data IDC are successively changed as the game proceeds onthe basis of the game program CGP. Especially, the data concerning thenumber of the items, such as the total number data HND, the playerpossession data PHD, the another player possession data AHD, and thetransferrable number data ACD, and the distribution of their possessionstate are always changed by the action of transfer of the card, theaction of acceptance of the card and the action of battle betweenplayers.

The change of the number of the items and their possession state by theaction of acceptance of the card is made by the procedure wherein theplayer inputs a code shown on a card (a sheet shaped card made of paperor the like), which the player can buy at an outside store, in theportable game machine 1 through the input device 4, so that a new cardto be used in the game with the game program CGP is produced by the CPU11 on the basis of a card producing program CPP which is stored in thegame program CGP so as to be registered as the player's possession card.And, the change by the action of battle between players is made by theprocedure of movement of the card between the player and the virtualplayer by the CPU 11 or the other player connected through thecommunication connector 22 on the basis of the game program CGP byobtaining or giving the card from or to the other player due to thewinning or defeat of the battle between both players. Furthermore, thechange by the action of transfer also includes the change of theplayer's possession cards by executing the procedure for exchange of thecards between the player and the other player connected through thecommunication connector 22 on the basis of the game program CGP.

When changing the possession state concerning the item, such as thecard, by the action of transfer of the card, the action of acceptance ofthe card or the action of battle between players in the game (includinggeneration/register of a new item by accepting outside), the CPU 11executes a procedure for writing and storing the individual data IDCconcerning each card so as to correspond to the movement on the basis ofthe item price determination program IVD so that the individual data IDCof each card in the RAM 19 can be always a proper reflex of the gameproceeding state.

After obtaining the individual data IDC of the card from the RAM 19, theitem price determination program IVD gets the CPU 11 to compute theprice of each item at the time of transfer, that is, sale price at anitem shop when executing the step of transfer in the game program CGP atthe item shop. The price is computed by the following equation as shownin FIG. 3, for instance.Sale price=(T/S)*P*(50−T)

-   -   T: Total number of cards (The sum total)    -   S: Transferable number of cards at item shop (Stock)    -   P: Individual parameter of card (Point)        But, the method of computing the price at the time of transfer        is not limited to the above-shown equation. In the above-shown        computation, the higher the rate of stock cards (S) with respect        to total number (T) is during the game, that is, the higher the        rate of stock at item shop is, the cheaper the sale price is. On        the contrary, the lower the rate of stock cards (S) with respect        to total number (T) is, that is, the lower the rate of stock at        item shop is, the dearer the sale price is.

Besides, the sale price is set so as to be dearer in case where theindividual parameter (P) of the card is high, through which big effectscan be exhibited in a battle, for instance. Furthermore, the smaller thetotal number of cards which circulates in a game world is (fifty cardsor lower) the dearer the sale price is owing to (50−T).

When the item price determination program IVD computes and determinesthe price of item for transfer at some point of time during the gamedeveloped on the basis of the game program CGP, the item pricedetermination program IVD displays the determined price of the item at aproper display position on the display 3 through the CPU 11 and theimage processing circuit 14.

Watching the price for transfer displayed on the display 3, the playeroperates the input device 4 to determine the card which he or she buysor sells, so that the player executes the action of transfer. Asmentioned above, the price of the item is computed and determined by theitem price determination program IVD every each item when the gameprogram CGP executes the step of transfer of the item, so that thetransfer price is fluctuated by the individual data IDC at the point oftime concerning each item. Therefore, the player can buy or sell theitem with reality similar to the actual economical activities.

When the player operates the input device 4 to designate a specifieditem as a subject for transfer, the CPU 11 executes a computingprocedure for adding or subtracting an amount of money corresponding tothe transfer price of the item (sale price) which is computed by theitem price determination program IVD concerning the item to or frommoney which the player is to own in the game world, the money beingstored in the RAM 19 so as to execute a procedure for renewing the moneyin possession by the player.

In the above-mentioned embodiment, the CPU 11 is the game controldevice, and the combination of the CPU 11 and specified softwarecomprises various kinds of means of the game control device. But, atleast a part of such means may be replaced with a logical circuit.

INDUSTRIAL APPLICABILITY

The item price determination program/means determines the price fortransfer of the item, being changing by the individual data set for eachitem (such as, data concerning name of each card, individual parameterdata representing individual characteristic, such as strength or valueof each card, and data concerning number of the cards (items) in a gameand distribution of their possession state, as shown in FIG. 3) so as toshow to the player. Then, the player can buy or sell the item withreality similar to economical activities in the actual world, therebyincreasing the reality and fun of the game.

1. A game program embodied in computer readable medium for changingrepresentation on a display connected with a computer on the basis of apredetermined program, through which a player can execute a game;comprising: a program for instructing said computer to execute thefollowing procedures; a procedure for determining item price, forrespectively computing prices for transfer at an item shop in a gameworld of a plurality of items to be used in said game every each item; aprocedure for executing said procedure for determining item price whenexecuting a step of transfer of at least one item of said plurality ofsaid items used in said game in said game program; said procedure fordetermining item price having a procedure for computing price fortransfer of said at least one item on the basis of individual dataconcerning each item and for displaying said price computed on saiddisplay; said individual data including data concerning names ofrespective said plurality of items, individual parameter data whichindicates strength and value of respective said plurality of items, awhole number of said plurality of items in said game, a number of saidplurality of items which said player or the other players have, and anumber of said plurality of items set as transferable stock; said wholenumber of said plurality of items in said game being a total of thenumbers of said plurality of items which said player has, the number ofsaid plurality of items which the other players have, and the number ofsaid items set as transferable stock; said game program furtherinstructing said computer to execute a procedure for rewritingindividual data for the purpose of changing of said individual data whentransferring said item; and said procedure for determining item pricehaving a procedure for computing said transfer price so that the highera rate of said transferable stock to said whole number of said items atsaid item shop is, the lower said transfer price is, and the lower therate of said transferable stock to said whole number of said items atsaid item shop is, the higher said transfer price is; wherein saidtransfer price of said at least one item at said item shop is determinedby the product of the individual parameter of said at least one item andthe ratio of said transferable stock at said item shop to said wholenumber of said plurality of items in said game.
 2. A game programembodied in a computer readable medium for changing representation on adisplay connected with a computer on the basis of predetermined program,through which a player can execute a game, comprising: a program forinstructing said computer to execute the following procedures: aprocedure for determining item price, for respectively computing pricesfor transfer at an item shop in game world of a plurality of items to beused in said game every each item; a procedure for executing saidprocedure for determining item price when executing a step transfer ofat least one item of said plurality of said items used in said game;said procedure for determining item price having a procedure forcomputing price for transfer of said at least one item on the basis ofsaid individual data concerning each item and for displaying said pricecomputed on said display; said individual data including data concerningnames of respective said plurality of items, individual parameter datawhich indicates strength and values of respective said plurality ofitems, a whole number of said items in said game, a number of said itemswhich said player or the other players have, and a number of said itemsset as transferable stock; said whole number of said items in said gamebeing a total of the numbers of said plurality of items which saidplayer has, the number of said plurality of items which the otherplayers have, and the number of said plurality of items set astransferable stock; a procedure for registering en item, for registeringa newly produced item by said game program on the basis of data inputtedby said player through an input means as a possession of said player;and a procedure for rewriting individual data for the purpose ofchanging said individual data when registering said item produced bysaid procedure for registering said item as said possession of saidplayer; said procedure for determining item price having a procedure forcomputing said transfer price so that the higher a rate of saidtransferable stock to said whole number of said plurality of items atsaid item shop is, the lower said transfer price is, and the lower therate of said transferable stock to said whole number of said pluralityof items at said item shop is, the higher said transfer price is;wherein said transfer price of said at least one item at said item shopis determined by the product of the individual parameter of said atleast one item and the ratio of said transferable stock at said itemshop to said whole number of said plurality of items in said game.
 3. Agame program embodied in a computer readable medium for changingrepresentation on a display connected with a computer on the basis of apredetermined program, through which a player can execute a game,comprising: a program for instructing said computer to execute thefollowing procedures: a procedure for determining item price, forrespectively computing prices for transfer at an item shop in a gameworld of a plurality of items to be used in said game every each item; aprocedure for executing said procedure for determining item price whenexecuting a step of transfer of at least one item of said plurality ofsaid item used in said game in said game program; said procedure fordetermining item price having a procedure for computing price fortransfer of said at least one item on the basis of individual dataconcerning each item and for displaying said price computed on saiddisplay; said individual data including data concerning names ofrespective said plurality of items, individual parameter data whichindicates strength and values of respective said plurality of items, awhole number of said plurality of items in said game, a number of saidplurality of items which said player or the other players have, and anumber of said plurality of items set as transferable stock; said wholenumber of said plurality of items in said game being a total of thenumber of said plurality of items which said player has, the number ofsaid plurality of items which the other players have, and the number ofsaid items set as transferable stock; a procedure for moving an item,for moving said item on the basis of said game program, which occursbetween said player and an opponent player as a battle result betweensaid both players; and a procedure for rewriting individual data for thepurpose of changing said individual data when moving said item betweensaid player and said opponent player by said procedure for moving anitem; and said procedure for determining item price having a procedurefor computing said transfer price so that the higher a rate of saidtransferable stock to said whole number of said plurality of items atsaid item shop is, the lower said transfer price is, and the lower therate of said transferable stock to said whole number of said pluralityof items at said item shop is, the higher said transfer price is;wherein said transfer price of said at least one item at said item shopis determined by the product of the individual parameter of said atleast one item and the ratio of said transferable stock at said itemshop to said whole number of said plurality of items in said game.
 4. Agame program embodied in a computer-readable medium changingrepresentation on a display connected with a computer on the basis of apredetermined program, through which a player can execute a game,comprising: a program for instructing said computer to execute thefollowing procedures: a procedure for determining item price, forrespectively computing prices for transfer at an item shop in a gameworld of a plurality of items to be used in said game every each item; aprocedure for executing said procedure for determining item price whenexecuting a step of transfer of at least one item of said plurality ofsaid items used in said game in said game program; said procedure fordetermining item price having a procedure for computing price fortransfer of said at least one item on the basis of individual dataconcerning each item and for displaying said price computed on saiddisplay; said individual data including data concerning names ofrespective said plurality of items, individual parameter data whichindicates strength and values of respective said plurality of items, awhole number of said plurality of items in said game, a number of saidplurality of items which said player or the other players have, and anumber of said items set as transferable stock; said whole number ofsaid plurality of items in said game being a total of a number of saidplurality of items which said player has, a number of said plurality ofitems which the other players have, and a number of said plurality ofitems set as transferable stock; a procedure for exchanging an item, forexchanging an item on the basis of said game program, which occursbetween said player and an opponent player as a result of exchange ofsaid item between said both players; and a procedure for rewritingindividual data for the purpose of changing said individual data whenexchanging said item between said player and said opponent player bysaid procedure for exchanging an item; and said procedure fordetermining item price having a procedure for computing said transferprice so that the higher a rate of said transferable stock to said wholenumber of said plurality of items at said hem shop is, the lower saidtransfer price is, and the lower the rate of said transferable stock tosaid whole number of said plurality of items at said item shop is, thehigher said transfer price is; wherein said at least one transfer priceof said item at said item shop is determined by the product of theindividual parameter of said at least one item and the ratio of saidtransferable stock at said item shop to said whole number of saidplurality of items in said game.
 5. A game machine for changingrepresentation on a display on the basis of a predetermined program,through which a player can execute a game, comprising: means fordetermining item price, for respectively computing prices for transferat an item shop in a game world of a plurality of items to be used insaid game every each item; means for executing said means fordetermining item price when executing a step of transfer of at least oneitem of said plurality of said item used in said game; said means fordetermining item price having means for computing price for transfer ofsaid at least one item on the basis of individual data concerning eachitem and for displaying said price computed on said display; saidindividual data including data concerning names of respective saidplurality of items, individual parameter data which indicates strengthand values of respective said plurality of items, a whole number of saidplurality of items in said game, a number of said plurality of itemswhich said player has or the other players have, and a number of saidplurality of items set as transferable stock; said whole number of saidplurality of items in said game being a total of the number of saidplurality of items which said player has, the number of said pluralityof items which the other players have, and the number of said pluralityof items set as transferable stock; said game machine furthercomprising: means for rewriting individual data for the purpose ofchanging said individual data when transferring said at least one item;said means for determining item price having means for computing saidtransfer price so that the higher a rate of said transferable stock tosaid whole number of said plurality of items at said item shop is, thelower said transfer price is, and the lower the rate of saidtransferarable stock to said whole number of said plurality of items atsaid item shop is, the higher said transfer price is; wherein saidtransfer price of said at least one item at said item shop is determinedby the product of the individual parameter of said at least one item andthe ratio of said transferable stock at said item shop to said wholenumber of said plurality of items in said game.
 6. A game machine forchanging representation on a display on the basis of a predeterminedprogram, through which a player can execute a game, comprising: meansfor determining item price, for respectively computing prices fortransfer at an item shop in a game world of a plurality of items to beused in said game every each item; means for executing said means fordetermining item price when executing a step of transfer of at least oneitem of said plurality of said items used in said game; said means fordetermining item price having means for computing price for transfer ofsaid at least one item on the basis of individual data concerning eachitem and for displaying said price computed on said display; saidindividual data including data concerning names of respective saidplurality of items, individual parameter data which indicates strengthand values of respective said plurality of items, a whole number of saidplurality of items in said game, number of said plurality of items whichsaid player has or the other players have, and number of said pluralityof items set as transferable stock; said whole number of said pluralityof items in said game being a total of the number of said plurality ofitems which said player has, the number of said plurality of items whichthe other players have, and the number of said plurality of items set astransferable stock; said game machine further comprising: means forregistering an item, for registering a newly produced item by said gamemachine on the basis of data inputted by said player through an inputmeans as a possession of said player; and means for rewriting individualdata for the purpose of changing said individual data when registeringsaid item produced by said means for registering an item as saidpossession of said player; said means for determining item price havingmeans for computing said transfer price so that the higher a rate ofsaid transferable stock to said whole number of said plurality of itemsat said item shop is, the lower said transfer price is, and the lowerthe rate of said transferable stock to said whole number of plurality ofitems at said item shop is, the higher said transfer price is; whereinsaid transfer price of said at least one item at said item shopdetermined by the product of the individual parameter of said at leastone item and the ratio of said transferable stock at said item shop tosaid whole number of said plurality of items in said game.
 7. A gamemachine for changing representation on a display on the basis of apredetermined program, through which a player can execute a game,comprising: means for determining item price, for respectively computingprices for transfer at an item shop in a game world of a plurality ofitems to be used in said game every each item; means for executing saidmeans for determining item price when executing a step of transfer of atleast one item of said plurality of said items used in said game; saidmeans for determining item price having means for computing price fortransfer of said at least one item on the basis of individual dataconcerning each item and for displaying said price computed on saiddisplay; said individual data including data concerning names ofrespective said plurality of items, individual parameter data whichindicates strength and values of respective said plurality of items, awhole number of said plurality of items in said game, a number of saidplurality of items which said player has or the other players have, anda number of said plurality of items set as transferable stock; saidwhole number of said plurality of items in said game being a total ofthe number of said plurality of items which said player has, the numberof said plurality of items which the other players have, and the numberof said plurality of items set as transferable stock; said game machinefurther comprising: means for moving an item, for moving said item whichoccurs between said player and an opponent player as a battle resultbetween said both players; and means for rewriting individual data forthe purpose of changing said individual date when moving said itembetween said player and said opponent player by said means for an movingitem; and said means for determining item price having means forcomputing said transfer price so that the higher a rate of saidtransferable stock to said whole number of said plurality of items atsaid item shop is, the lower said transfer price is, and the lower therate of said transferable stock to said whole number of said pluralityof items at said item shop is, the higher said transfer price is;wherein said transfer price of said at least one item at said item shopis determined by the product of the individual parameter of said atleast one item and the ratio of said transferable stock at said itemshop to said whole number of said plurality of items in said game.